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Is there any form of Not Created Equally and/or Hidden Potential in vanilla?
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# ? Feb 15, 2016 17:45 |
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# ? May 21, 2024 12:07 |
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dogstile posted:You're actually fine, build like this. Yeah I hosed up and put the Power and Guerilla facility backwards and the Psi Lab under the workshop. I'm considering restarting. We'll see! At least that's my fault.
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# ? Feb 15, 2016 17:45 |
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Is there a way to give a weapon to another soldier? I leveled my awesome sniper all the way up, so I've been using my B-team sniper on missions that aren't that difficult to get him some XP. Can I give him my awesome sniper's fully modded rifle?
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# ? Feb 15, 2016 17:45 |
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Rochallor posted:Is there a way to give a weapon to another soldier? I leveled my awesome sniper all the way up, so I've been using my B-team sniper on missions that aren't that difficult to get him some XP. Can I give him my awesome sniper's fully modded rifle? Equip the main sniper with a standard gun, the good gun will appear for other soldiers to equip. Naming it will ease identification if you have other modded guns.
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# ? Feb 15, 2016 17:46 |
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Rochallor posted:Is there a way to give a weapon to another soldier? I leveled my awesome sniper all the way up, so I've been using my B-team sniper on missions that aren't that difficult to get him some XP. Can I give him my awesome sniper's fully modded rifle? Go to the loadout screen of Mr. Awesome, switch his rifle to a normal, unmodded one, then equip it onto Mr. B-Team.
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# ? Feb 15, 2016 17:47 |
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I didn't think of that! I guess that's why people were complaining that there was no unequip weapons button, huh?
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# ? Feb 15, 2016 17:49 |
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Rochallor posted:I didn't think of that! I guess that's why people were complaining that there was no unequip weapons button, huh? Yep. Also upgrading to the next tier of weapon removes the name and color scheme, so good luck remembering what it was.
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# ? Feb 15, 2016 17:50 |
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RBA Starblade posted:Yep. Also upgrading to the next tier of weapon removes the name and color scheme, so good luck remembering what it was. Better than losing the mod, though. I was really paranoid about using mods on ballistics until I was informed that they carried upward.
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# ? Feb 15, 2016 17:52 |
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Klyith posted:Engineering -> Facilities -> shows you the ant farm with X boxes to remove them This only works once its built though right?
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# ? Feb 15, 2016 17:52 |
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I just had an advanced commander dodge:graze 3 overwatch shots in a row and make it to heavy cover. l;knal;kdakl;wd edit: and a shieldbearer from the same pod dodge:grazed a 100% flanking shot this game terrorist ambulance fucked around with this message at 17:57 on Feb 15, 2016 |
# ? Feb 15, 2016 17:54 |
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dogstile posted:This only works once its built though right? No, you can cancel while building the same way.
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# ? Feb 15, 2016 17:55 |
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Orgophlax posted:No, you can cancel while building the same way. gently caress gently caress gently caress gently caress gently caress E: VVVVVVVVVVVV You mean "Fail this - FREE XP INCOMING". dogstile fucked around with this message at 17:58 on Feb 15, 2016 |
# ? Feb 15, 2016 17:56 |
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man, the buffs enemies or devices get if you fail hacking is so loving bad that sometimes there's really no reason to ever attempt it. Fail this, EXTRA ARMOR AND POWER. Fail this, DROPSHIP INCOMING.
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# ? Feb 15, 2016 17:57 |
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terrorist ambulance posted:I just had an advanced commander dodge:graze 3 overwatch shots in a row and make it to heavy cover. l;knal;kdakl;wd An Advanced Commander just flanked me through a building.
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# ? Feb 15, 2016 18:01 |
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Does Aid Protocol stack? edit: nevermind, can't even target the guy that already has Aid Protocol on him.
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# ? Feb 15, 2016 18:02 |
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MinibarMatchman posted:man, the buffs enemies or devices get if you fail hacking is so loving bad that sometimes there's really no reason to ever attempt it. Fail this, EXTRA ARMOR AND POWER. Fail this, DROPSHIP INCOMING. Hmm, +33% chance to crit for two turns or now flanked enemies have only 50% chances to be hit for the rest of the mission (+mobility and defense bonus) ...HMMMMM No biggie on the lower difficulties but yeah I don't even bother hacking stuff in the early game it's just not worth it Honestly most of the buffs are so minor that there shouldn't be any penalty at all except maybe the specialist loses the rest of their turn. Would bring some extra value to bringing specialists too. oswald ownenstein fucked around with this message at 18:06 on Feb 15, 2016 |
# ? Feb 15, 2016 18:02 |
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The enemy defensive boost is the one you should really think long and hard about trying. It goes without saying you should always have a plan for what happens if you fail but that one in particular can spell doom for you if you're not prepared. And the rewards are usually lackluster, I agree. I feel like those scan posts should be on a progression curve wrt tech level and benefits.
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# ? Feb 15, 2016 18:04 |
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ZenVulgarity posted:It's probably hiding somewhere Nope. I cheated for infinite moves, got LOS all over the battlefield, the loving thing is gone, vanished. Presumably it bugged out and teleported to some unreachable spot. Great time to get a game-ruining bug, now I have to replay the whole goddamn mission uggggghhhhhhhh
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# ? Feb 15, 2016 18:05 |
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Oneavi posted:Speaking of trainwreck commanders, I cannot believe the amount of people who seem to have skull jacked codexes without first locking down the battlefield. Maybe, just maybe, people think differently than you and didn't know that a new unit was going to spawn when they skulljacked a codex. Sorry that im not THE BEST at xcom there buddy.
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# ? Feb 15, 2016 18:09 |
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Guildencrantz posted:Nope. I cheated for infinite moves, got LOS all over the battlefield, the loving thing is gone, vanished. Presumably it bugged out and teleported to some unreachable spot. Great time to get a game-ruining bug, now I have to replay the whole goddamn mission uggggghhhhhhhh I'm sure dev mode has a kill-all option
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# ? Feb 15, 2016 18:12 |
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Exmond posted:Maybe, just maybe, people think differently than you and didn't know that a new unit was going to spawn when they skulljacked a codex. It's not an issue with XCOM skill. Zomborgon posted:Getting surprised when you shank the officer is fine. Later on, you'll skulljack a codex. Don't be surprised when shanking a thing as a story objective has a similar result.
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# ? Feb 15, 2016 18:12 |
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If you didn't know, Beaglerush exploded with 5 videos today, including a retaliation mission someone was asking about.
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# ? Feb 15, 2016 18:18 |
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Zomborgon posted:It's not an issue with XCOM skill. One occurrence is a pattern? I mean, I figured something would spawn, but I wouldn't call that pattern recognition.
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# ? Feb 15, 2016 18:21 |
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What can I get out of experimental armor? Suits of armor or piece of poo poo nanosuit vests?
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# ? Feb 15, 2016 18:21 |
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Harrow posted:One occurrence is a pattern? Look, it's okay that you haven't developed this basic human skill. Thankfully there's a difficulty option for you called "anything less than what I'm currently doing"
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# ? Feb 15, 2016 18:22 |
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RBA Starblade posted:What can I get out of experimental armor? Suits of armor or piece of poo poo nanosuit vests? Useless poo poo, except 1 heals you for 2 HP (6 total) but not worth it compared to other stuff like ammo and grenades.
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# ? Feb 15, 2016 18:23 |
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Harrow posted:One occurrence is a pattern? Fair point, but I'd be amply wary. Touching a hot stove tends to hint that one should wear oven mitts for the next time.
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# ? Feb 15, 2016 18:24 |
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dyzzy posted:Look, it's okay that you haven't developed this basic human skill. Thankfully there's a difficulty option for you called "anything less than what I'm currently doing" Like I said, I assumed something would spawn when I jacked a codex, and I killed it before it got to act because I was prepared, but there was only one occurrence before that. That ain't a pattern, it's a lucky guess.
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# ? Feb 15, 2016 18:25 |
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Zomborgon posted:It's not an issue with XCOM skill. And when I got my codex reveal, I one-shot it with a ranger with no difficulty. I had no idea they were supposed to be hard enemies at all. So I wasn't surprised that when I skulljacked a codex that something popped out. I was surprised at how tough the drat thing was, though, because that didn't fit with my ~~pattern recognition ~~. It ended up ok, but only because it teleported close enough for my star ranger to kill it after it spent a few actions teleporting away.
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# ? Feb 15, 2016 18:26 |
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Harrow posted:Like I said, I assumed something would spawn when I jacked a codex, and I killed it before it got to act because I was prepared, but there was only one occurrence before that. That ain't a pattern, it's a lucky guess. c'mon man there's no way you thought I was seriously making fun of you. I was like you the first time, didn't explicitly prepare for the spawn but had poo poo ready to go. 30% chance to not skulljack the codex means you gotta be ready to kill that codex. vvv gently caress I even had Sterling "Malory" Archer in my ironman campaign that crashes on load.
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# ? Feb 15, 2016 18:28 |
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Somebody finally got around to making Archer and Duke Nukem voice packs.
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# ? Feb 15, 2016 18:28 |
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Harrow posted:One occurrence is a pattern? If it's true for 1, then 2, then infinity, that's basic math. What should I expect assaulting a facility? There are three facilities and I guess it's time to assault one since Avatar is two pips away from the countdown clock, even though I don't have supplies or intel blah.
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# ? Feb 15, 2016 18:30 |
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dyzzy posted:c'mon man there's no way you thought I was seriously making fun of you. I was like you the first time, didn't explicitly prepare for the spawn but had poo poo ready to go. 30% chance to not skulljack the codex means you gotta be ready to kill that codex. My brain's broke today so my reading comprehension is a bit off.
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# ? Feb 15, 2016 18:30 |
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All good monster on a stick posted:What should I expect assaulting a facility? There are three facilities and I guess it's time to assault one since Avatar is two pips away from the countdown clock, even though I don't have supplies or intel blah. Similar layout as the blacksite but you just have to plant some x4 and you can call evac wherever you want. Also feel free to ride the countdown as long as you need, there's no penalty for stalling until the last minute.
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# ? Feb 15, 2016 18:31 |
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monster on a stick posted:If it's true for 1, then 2, then infinity, that's basic math. You got time. Once the counter hits max, it gives you a 21 day countdown before you actually lose. I generally save facilities for stopping that. Facility assaults are generally a lot easier than the story missions like the black site. Usually just bust in, blow something up, and then you get to call in evac wherever you want.
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# ? Feb 15, 2016 18:33 |
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Deuce posted:I'm sure dev mode has a kill-all option Used it, nothing happened. The Avatar just blinked out of existence. And there I was, happy as can be that I had a completely bug-free playthrough. gently caress.
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# ? Feb 15, 2016 18:35 |
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Established killzone + gatekeeper = When the raid on the enemy HQ goes bad.
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# ? Feb 15, 2016 18:36 |
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You've got two pips and like three or four weeks of countdown time. You've got loads of time before you have to do a facility or objective mission. E: I'd actually love more missions like the facility sabotage. It'd be fun if they were just another type of Guerrila op or that kinda thing. With mods like the countdown timer, it'd also be cool if you had multiple objectives stacked together. Like extract some dudes before you blow the facility. Maybe with some procedural altering of the objectives, so maybe you have to arm multiple X4 charges, hack a terminal, and grab a VIP or two on the way. It'd also be neat to maybe get an ADVENT defector? Like you have to carry a dummy body to the dude, drop it, grab them, then arm some charges to cover up what happened. I like the get in, get out type ones, but it'd be nice to have some with a lot of poo poo to get or do. Maybe with a longer timer on the mission, but not much longer. So it's a matter of trying to get as much done as you can and still get out. SpookyLizard fucked around with this message at 18:43 on Feb 15, 2016 |
# ? Feb 15, 2016 18:36 |
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Harrow posted:You got time. Once the counter hits max, it gives you a 21 day countdown before you actually lose. I generally save facilities for stopping that. Only one is in a territory where I've made contact, everything else is two+ hops away, so it seems like I have to start chaining them hard. What kind of pip reduction do you see with story progress, a la shanking a guard? 10/12 pips in July even with two story missions done seems a bit like overkill. SpookyLizard posted:You've got two pips and like three or four weeks of countdown time. You've got loads of time before you have to do a facility or objective mission. I swear I had the countdown clock go up by two pips in about two weeks once, I was just scanning and got yelled at by Bradford twice.
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# ? Feb 15, 2016 18:37 |
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# ? May 21, 2024 12:07 |
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Exmond posted:Maybe, just maybe, people think differently than you and didn't know that a new unit was going to spawn when they skulljacked a codex. Ravenfood posted:So I wasn't surprised that when I skulljacked a codex that something popped out. I assumed you were speaking in defense of yourself earlier. If that's indeed not the case, consider any assumed insult null. brakeless posted:Established killzone + gatekeeper = haha
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# ? Feb 15, 2016 18:38 |